I like the premise: being launched back in time to determine whats causing a present day anamoly. Overall, I think the idea was executed well with regarss to the plot. For instance, there's an explanation that they are merely interacting with the past and can't alter it.

However, there were a number of mechanics issues with this module:

Map isn't labeled. While a DM can figure out the rooms, this is additional prep.

There's no logical place for the secret passages that the palace is riddled with (this isn't a spoiler becauxe such building have these passages and the module only specifies one with a particular set of endpointd.

There is reference to a second floor but the module clearly wants to keep the party to a ground floor.

There aren't nearly enough palace guards and too many alternate men-at-arms present (cannot say more without revealing a spoiler).

Like in 08-02, this module ends abruptly. This would be fine if everyone participating is playing through the trilogy, but you can't assume that with AL. So at the end of the module PCs are stuck in the past

This series of intro modules serves as a good intro not only for new players, but also for a new DM. There's a good mix of combat and thinking required. The combat scenarios take place over a mix of different environments, including in the trees. The issues I have with the module (and thus rating it a 4) is that the interaction within the town seems a bit stilted with the main NPCs who run the town. They are extremely stereotyped and one-dimensional. Also, there's an issue where you really want characters to be at 2nd level when they start the 3rd mission but they don't quite have enough XP if they've only played In Volo's Wake. They are just short. However, there are the standard rules for adjusting the challenge rating and that helps, but the DM still has to be careful.

The interaction between the faiths take me back to the storylines that made the Forgotten Realms setting so popular, storylines we don't typically see in Adventurers League modules. Overall my players liked the combats. They were varied but not overwhelming. In addition, accomplishing the mission requires some thinking. Therefore, folks that are looking for more than hack and slash, which is what some AL modules are exclusively about, find what they're looking for.

An underwater adventure that makes sense at tier 1! My players loved playing this module because there is a good mix of combat and social interaction. Also, there's a fairly simple puzzle to solve but there's a time limit to solve it. Those made for elements that appealed to everyone at the table.

This came out during the holiday season and was a hilarious Christmas D&D adventure, right down to the tacky sweaters. My party, known to be hard on AL modules, went along with the storyline because it sucked them in and they had a great time. Speaking of that iconic sweater, two of the seven players have added it to the general description of their characters.

Another review indicates there are a series of linear combats and that's certainly true leading up the tower, which is the "dungeon." However, the tower itself provides plenty of creative and tactical opportunities to challenge tier 2 characters.

A natural inclination for tier 2 is to go investigate the top of the unfinished tower and thats where the fun can really start. I have run this twice now and both times I've had a paladin get from the ground to the top, find out what's waiting for the party, and then crater the ground below due to the sudden stop after the fall.

I do wish that the internals of the tower were better fleshed out as the first two floors several room descriptions are repeated and feel like filler time.

This is a follow-on module to Corrupted Artery. There are a few things I like about the module, hence the 4 stars (a module has to be iconic for me to give 5 stars).

First, there is something for every character type. There's definitely combat, including a potential duel to gain the favor of folks who can really help Glister. There's also plenty of social interaction encounters for bards and other face characters. Magic types will definitely find their place in solving the dilemmas the city must deal with.

Second, the characters end up performing a multitude of roles. They start by gathering info and support. Then, they train the townfolk in a last minute effort to shore up defenses and ready themselves for the horde. Next, they perform a potentially perilous recon mission into the mountains. Finally, they take their stand as staunch defenders.

Third, the story is open ended enough to allow for a lot of creativity. I DMed this module for three different groups: 1 playtest and 2 at SCARAB. All three groups came up with different ways to solve the various issues as well as choose different methods to stand in the gap for the city. A combat heavy crew attacked things head-on. A magic heavy-one used that magic to bypass encounters and accomplish the mission. A more traditional group did a mix of both.

I do plan on running this module and its predecessor, Corrupted Artery, again on occasion.